Ich komm gleich zur Sache ich hab ne map gemacht und wollt die Droiden verändern, doch wenn ich die map dann starte sind die veränderten Einheiten gar nicht da.
so im Sides Ordner ist der Cis Ordner in dem hab ich die cis.req so verändert:
[expander]ucft
{
REQN
{
"lvl"
"cis_inf_rocketeer"
"cis_inf_sniper"
"cis_inf_engineer"
}
}
[/expander]
dann hab ich die gun .req so verändert:
[expander]ucft
{
REQN
{
"lvl"
}
}
[/expander]
nun bin ich in den req Ordner gegangen und habe alle sachen außer cis_inf_rocketeer cis_inf_sniper cis_inf_engineer
gelöscht im odf Ordner hab ich dann die cis_inf_default_... verändert und zwar so:
sniper:
[expander][GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "Scout"
MaxHealth = 300.0
MaxSpeed = 8.0 // base forward speed
MaxStrafeSpeed = 6.0 // base right/left speed
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_sniper_rifle"
WeaponAmmo = 7
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 6
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_inf_autoturret_dispenser"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 5
WeaponName = "cis_weap_award_sniper_rifle"
WeaponAmmo = 6
WEAPONSECTION = 6
WeaponName = "cis_weap_inf_wrist_trishot"
WeaponAmmo = 0
WeaponChannel = 1
VOUnitType = 084
[/expander]
rocketeer:
[expander][GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "assault"
MaxHealth = 550.0
MaxSpeed = 7.0 // base forward speed
MaxStrafeSpeed = 5.5 // base right/left speed
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_rocket_launcher"
WeaponAmmo = 10
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_inf_rocket_launcher"
WeaponAmmo = 10
WeaponChannel = 1
WEAPONSECTION = 5
WeaponName = "cis_weap_inf_mine_dispenser"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 6
WeaponName = "cis_weap_inf_detpack"
WeaponAmmo = 4
WeaponChannel = 1
WEAPONSECTION = 7
WeaponName = "cis_weap_award_pistol"
WeaponAmmo = 6
WEAPONSECTION = 8
WeaponName = "cis_weap_award_rocket_launcher"
WeaponAmmo = 4
VOUnitType = 082
[/expander]
und engeneer:
[expander][GameObjectClass]
ClassParent = "cis_inf_default"
[Properties]
UnitType = "pilot"
ImmuneToMines = "1"
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_shotgun"
WeaponAmmo = 9
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_fusioncutter"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_detpack"
WeaponAmmo = 5
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_inf_powerup_dispenser"
WeaponAmmo = 10
WeaponChannel = 1
WEAPONSECTION = 5
WeaponName = "cis_weap_award_shotgun"
WeaponAmmo = 8
VOUnitType = 082
[/expander]
so und nun hab ich die scripts so verändert:
lua:
[expander]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(5000)
SetMaxPlayerFlyHeight (5000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},[/expander]
und bak:
[expander]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
[/expander]